Development of Accessible E-documents and Programs for the

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Transcript Development of Accessible E-documents and Programs for the

Development of Accessible Edocuments and Programs for the
Visually Impaired
Accessibility in mobile platforms
1. Different phones
• Cheapest phones with relatively simple
firmware and Java support
• Smart phones with operating systems
2. Cheapest phones...
• Driven by firmware for particular model
• J2ME (Java 2 micro edition) is often
supported
• Controlled by standard phone keyboard
• Relatively slow processor and low memory
• Extendable only by J2ME applications
• There are no screen readers for these
phones
3. Smart phones with OS
• More expensive devices with operating
system
• Faster processors and larger memory
• Good multimedia support (it is possible to
realize speech synthesis)
• Mostly controlled by standard phone
keyboard with some additional buttons
4. Smart phones with OS (2)
• Also models controlled by special pen or
touch display (not all these devices are
usable by blind users)
• User can install third party compiled
applications
• There are screen reading and
magnification tools for mostly used
platforms (symbian, windows mobile, IOS,
Android)
5. Symbian OS
• Developer: accenture
• Latest Stable release: Symbian Belle (next
release cycle of Symbian^3) / September 2011;
• Target: Mobile devices
• Runs on: ARM, x86
• Different implementations of user interface layer:
S60, UIQ MOAP
• Screen readers: mobilespeak, talks (both are
commercial)
6. Symbian accessibility
• Totally undocumented
• All standard UI components (provided by
operating system) are relatively accessible
• There is not public documentation
describing how to provide accessibility
information for custom UI components
7. Windows mobile / windows
phone
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developer: Microsoft
latest stable: 7.10
target: mobile devices
A compact operating system combined
with a suite of basic applications for mobile
devices
• Third-party applications can be created
• Screen readers: Mobilespeak, Hal,
8. Windows mobile accessibility
• All standard UI components are accessible
by screen readers and can be used
• There is no documentation about
accessibility architecture
• Screen readers for this platform are
relatively new and unstable
Windows phone accessibility
• Totally inaccessible
9. Linux platforms
• Currently totally inaccessible
• There is not known screen reading
software for linux on mobiles
• Possible future: Qtopia with QT toolkit
• qt: a graphical toolkit (similar to GTK) used
with KDE, accessibility support in
development
10. IOS (Iphone)
• Mobiles with touchscreen
• Perfectly accessible
• trird party applications are often not
accessible
• Nice tricks how to use touchscreen
11. Ios(2)
• There is an api to make apps accessible
• https://developer.apple.com/library/ios/#do
cumentation/UserExperience/Conceptual/i
PhoneAccessibility/Accessibility_on_iPhon
e/Accessibility_on_iPhone.html
12. Android
• An mobile operating system developed by
Google
• Latest release: 4.0
• Based on linux (kernel)
• Today very popular
13. Android Accessibility
• 4 different screen readers
• There is currently not a solution usable for
every day tasks
• Developers can improve accessibility of
their applications
• Api:
http://developer.android.com/guide/practic
es/design/accessibility.html
14. Games
15. Problems
• Input: mainly controlled by mouse,
joisticks,...
• interface: mainly graphical, rapidly
changing, hard to track by screen reader
• Video, animations,...
16. Types of games we will thing
about
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Text games (muds and Travian like)
Card games
board games
Shooter games
Cars
17. Text games
• Games based on text environment
• Inputs: typed commands
• Outputs: Textual description of
environment
• Sometimes fast reaction required (not
easy with screen reader)
18. Text games Examples
• Travian (online game): http://www.travian.sk
• MUD (multi-player computer game that
combines elements of role-playing games, hack
and slash style computer games and social chat
rooms. Typical MUDs are text-driven, where
players read descriptions of rooms, objects,
events, other characters, and computercontrolled creatures or non-player characters
(NPCs) in a virtual world): dragonfiremud.com
1999
• use telnet to connect
19. Card games
• There exists special (accessible) versions
with:
• Self voicing support
• Keyboard control
• moving around the list of cards and
manipulating the list
• reading information about the state of the
game (who plays now, the card on the
top,...)
20. Card game examples
• Accessible solitaire:
http://www.crisscrosstech.com/brosol.html
• Accessible BlackJack:
http://www.gamesfortheblind.com/webpag
es/sv/BlackJackSVDemo.html
21. Board Games
Problems:
• Reduced view of a board
• Strong imagination is required
• Game controll
• How to provide enough information about
the board?
22. Chess example
• How to describe actual state of a board?
• How to implement movement of piece?
• Do you see any other problems?
23. Chess example (2)
State description:
• Provide a functionality to review the board
place by place (by arrow keys, information
about actual place is spoken)
• Provide a functionality to quickly find
information about particular place
• Provide a functionality to quickly find
information about particular piece
• Any other ideas?
24. chess example (3)
Movement of piece:
• By typing coordinates of start and end
places
• By selecting the source position (with
some piece) and then target position
• ...
25. Board game examples
• Accessible chess tutor (for beginers):
http://www.audiogames.net/db.php?id=Accessibl
e+chess+tutor
• winboard for jaws (accessible wrapper for
different chess servers):
ftp://ftp.freedomscientific.com/users/hj/winboard/
WinBoard.exe
• 15 numbers (accessible version):
http://www.bscgames.com/15numbers.asp
• accessible Sudoku:
http://www.audiogames.net/db.php?id=BG+Sud
oku
26. Shooter games
• Any ideas how to provide enough
information about the environment?
• Is stereo enough to have information
about "go direction and "where is the
creature"?
• How to provide information about different
creatures?
• Multiplayer games: how to find if a
creature behind me is a bad guy?
27. shooter games (2)
• Based on audio output
• Creatures are slover than in versions for
sighted users
• Self voicing is used
• Some reference sound is used to find how
is the player turned (player knows or can
find the direction of hearable wind)
28. Example description
• name: Shades of doom
• Inspired by: classical doom game
• you must guide your character through a
top secret research base and shut down
an ill-fated experiment
29. Example description (2)
• The game is self voicing
• game world consists of an entangling
maze of corridors, rooms and doorways
• During your walk through the base you are
able to collect better weapons, armour,
and equipment to help you succeed in this
mission
30. Example description (3)
• The game is played using the cursorkeys
to move around
• You will be using the sound of the wind,
and the echo of your foot steps to help you
navigate through the tunnels
31. Example description (4)
• You also have an additional navigational
aid (the "environment analyzer computer")
if you have required it.
• Many objects have their own sound, and
these sounds are useful as reference
points.
• url: http://www.gmagames.com/sod.html
32. More shoot games
• Accessible quake (adaptation of quake
game): http://www.agrip.org.uk/about/
• ...
33. Cars
• Any ideas?
• How to provide information about the
race?
• How to provide information about other
cars?
• What other is important?
34. Cars example
• Audio formula:
http://www.inchargeoftheworld.com/audiof
1/
• Audio simulation of 2001 formula one
season
• All tracks modelled in to 3D sound
35. Cars example (2)
• Beeping sound represents the racing line
that is the shortest path around the track
• ticking sounds for the edges of the track
• Track is surrounded by gravel,
represented with another sound
36. More examples
• More examples of car games and other
games for the blind can be found here:
• http://www.audiogames.net/